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REVIEW

published: 29 April 2022


doi: 10.3389/feduc.2022.843090

Psychosocial Impacts of Mobile


Game on K12 Students and Trend
Exploration for Future Educational
Mobile Games
Yuanzhe Li 1* , Zezheng Xu 2 , Yu Hao 3 , Peng Xiao 4 and Jingyan Liu 5
1
School of Materials Science and Engineering, Nanyang Technological University, Singapore, Singapore, 2 China Foreign
Affairs University, Beijing, China, 3 School of Chemistry and Biomolecules Engineering, National University of Singapore,
Singapore, Singapore, 4 Faculty of Public Health, Mahidol University, Nakhon Pathom, Thailand, 5 School of Communication
and Information, Nanyang Technological University, Singapore, Singapore

Due to the popularity and advancement of 4G/5G networks, mobile games have already
currently become profitable tools for major internet platforms. These games are even
refined to cover almost all age groups of the population rather than the young people. Yet
Edited by: in the perception of the public, mobile games have always seemed to be associated with
Stamatios Papadakis,
University of Crete, Greece various derogatory terms such as interfering with learning, addiction, and violence. K12
Reviewed by: students usually have less self-control capability, and they are undoubtedly the biggest
Michail Kalogiannakis, advocates of mobile games. This paper summarizes the technological development of
University of Crete, Greece
mobile games from the aspects of hardware and software in chronological order. The
Julie Vaiopoulou,
Aristotle University of Thessaloniki, psychological and social problems that mobile games have brought to K12 students
Greece are analyzed from a neutral perspective. At the end of the paper, the future development
*Correspondence: of educational games and current limitations of mobile games are also given for the
Yuanzhe Li
yuanzhe001@e.ntu.edu.sg explorations of future trends of game-based education. This position paper aims to
provide the insight of what psychosocial impacts that the current mobile games have on
Specialty section: the student, and it may also serve as a reference for the how the game-based education
This article was submitted to
Digital Education, has been developing according to the mobile technology wise.
a section of the journal
Keywords: psychosocial impacts, mobile game, K12 student, future development, educational mobile games
Frontiers in Education
Received: 24 December 2021
Accepted: 17 February 2022
Published: 29 April 2022
INTRODUCTION
Citation: Due to the popularity of smart terminals and the advancement of 5G networks, mobile games are
Li Y, Xu Z, Hao Y, Xiao P and Liu J currently the most popular type of games, as well as profitable tools for major internet platforms.
(2022) Psychosocial Impacts
Mobile games can be combined from different levels and content categories, covering different,
of Mobile Game on K12 Students
and Trend Exploration for Future
personalities and preferences (Martin et al., 2020). As a result mobile games are now refined to
Educational Mobile Games. cover almost all age groups of the population, not just young people. Yet in the perception of the
Front. Educ. 7:843090. public, mobile games have always seemed to be associated with various derogatory terms such as
doi: 10.3389/feduc.2022.843090 interfering with learning, addiction and violence.

Frontiers in Education | www.frontiersin.org 1 April 2022 | Volume 7 | Article 843090


Li et al. Mobile Game on K12 Student

K12 students are refer to the students in the age group from a reference on how gamified education is evolving in light of
Kindergarten (usually 5–6 years old) to Grade 12 (usually 17–18 mobile technology.
years old) (Kurt et al., 2022). Students in this age group usually
have less self-control capability, and they are undoubtedly the
biggest advocates of mobile game. When they play certain games TECHNOLOGICAL DEVELOPMENT OF
for long periods of time their behavior and psychological state will MOBILE GAME
be changed in a subtle way. The main issue is that mobile games
may contain unhealthy contents such as pornography, violence, From Feature Phone to Smartphone
ignorance, superstition, etc. which implicitly affect the formation Nowadays, almost everyone who owns a smartphone has been
of the correct value system and the healthy development of their exposed to mobile games at one time or another. It may be a
body and mind for these K12 students (Destyanto et al., 2017). mini-game embedded in a web page or app, or a large 3D online
In addition, some young people indulge in mobile games due to game like “Arena of Alor” or “Player Unknown’s Battlegrounds”
lack of self-control, which not only result in harmful influence on (De Gloria et al., 2014). These games have a huge update from
their studies but also induces a series of negative social activities the mobile games of over a decade ago, both in scale and in
and social relationship (Kurt et al., 2022). audio and video experience. And most mobile phones now have
The pioneers of communication science, Lazarsfeld and larger screens and touch screens have become the main way to
Merton, argued that modern mass media have a clear negative use mobile phones, which did not exist on the same level mobile
function of “psychoanesthesia.” Some violent mobile games phones in 10 years ago, which has promoted the development of
reveal the nature of the “psychoanesthesia” function in mobile games (Rubino et al., 2015).
another textual dimension: they create illusions through The continuous evolution of cell phone hardware has brought
inexpensive and negative entertainment, thus eating away about a constant change in the needs of gamers. There was a
at the social mobility of those young people in an implicit time when the only requirement for gamers was that their phones
cultural way (Kurt et al., 2022). Craig Anderson found could run a particular game, but now gamers want smoother
that the “psychoanesthetic” mechanism of violent mobile games, no lag when playing online, and even want their phones
games increases the physiological arousal of aggressive to be able to turn on the highest picture quality of the game
behavior, cognition, emotions, and violent impulses, and (Ma et al., 2019). This means that the hardware that provides
reduces pro-social behavior in adolescents (Elsherbiny and key performance in the phone and the network environment that
Al Maamari, 2021; Kurt et al., 2022). Accordingly, violent the phone relies on also needs to evolve to meet the increasingly
behavior has become the main “product component” of diverse needs of gamers (Wang et al., 2020). Gradually, mobile
mobile games “inflicted” on adolescents. Moreover, its basic phones and mobile games have worked together to promote
social manifestations can be summarized in four points: growth and form the industry shape we see today. In addition
firstly, it creates and activates networks of thinking related to entertainment, mobile games also carry part of people’s social
to violent aggression; secondly, it weakens the inhibition needs in their daily lives (Yang and Gong, 2021).
process of violence; thirdly, the game’s violent reward rules Twenty years ago, the average person was still using 2G
allow aggressive behavior to be imitated and reinforced in the networks and physical button phones were just starting to
“mimetic environment;” and fourthly, the binary values of become popular (Jang et al., 2019). At the time, most phones only
right and wrong in games can reduce young people’s empathy had a black and white screen of about 1 inch, and due to system
(Elsherbiny and Al Maamari, 2021). and network capacity limitations, only the games built into the
Mobile games do not only imply a behavior, but also phone could be played, such as Snake, Tetris, etc (Figure 1).
contain a value, which might be sometimes anti-social in These were indeed interesting, but they were just ordinary games
nature. Violent mobile games on the Internet may portray to kill the time.
the grandeur, hooliganism, and banditry of triad bosses and After 2003, color screen cell phones and PDAs began to
gangsters, contributing to the psychology of adolescent violence. occupy the consumers’ vision, the hardware performance of cell
In particular, the propaganda of “materialism” in violent online phones began to improve, the software and system functions were
games can easily lead young people to abandon their original gradually enriched. At the same time, electronic games began to
morals and values, so that the “money first” mentality gradually appear on cell phones in various forms (Syahrivar et al., 2022).
seeps into their minds and leads to a distorted way of thinking Since Symbian had strict limits on the resolution and number of
and personality. threads for software development, and J2ME development had
This position paper therefore infer the future development a maximum memory limit, the vast majority of mobile games
of educational games from existing mobile games, and shares did not exceed 1 MB in size until the new Symbian system
some insights into the current limitations, and critically analyses appeared in 2006, when these restrictions were lifted one by one
the above issues from a neutral perspective, discusses the (de Byl, 2014).
psychological impacts and social problems that mobile games The popularity of color-screened phones allowed game
may cause for K12 students (Arteaga et al., 2012). It also offers developers to see the opportunity, and some very well-known
the future development of mobile games and the limitations games such as Need for Speed, Call of Duty, Command
of current educational games in order to explore future trends and Conquer, and many others launched dedicated mobile
in gamified education. This paper can also be considered as versions (Berlo et al., 2020). Many small development teams and

Frontiers in Education | www.frontiersin.org 2 April 2022 | Volume 7 | Article 843090


Li et al. Mobile Game on K12 Student

FIGURE 1 | Representative mobile games from 1994 to 2019.

enthusiasts also developed board games such as chess, Texas of operating cell phones, but also made hand games free from
hold’em into mobile versions. A variety of mobile phone native the limitations of the physical keyboard, with new operation
games began to appear at this time, such as “Tower Bloxx” and ways of playing other than “up, down, left and right” (Škařupová
“Galaxy on Fire” in 2005 were enjoyable for handheld gamers at et al., 2016). If we say that the high price of iPhone may to a
the time (Haney, 2017). Around 2005, when client-side mobile certain extent prevent the further expansion of the user scale of
games were just exploding, there were already many specialized smartphones, Android is waiting for the opportunity to fill the
game makers developing mobile games for non-smartphones, but gap to complete the last blow of smart phones to feature phones
limited by the speed and stability of cell phone networks, and (Ghosh et al., 2018).
they were eagerly anticipating the popularity of 3G and 4G, but Take iOS as an example, App Store is the only (or the main)
failed to foresee the rapid explosion of smartphones (Sosins, 2013; channel value, hand game developers still have the leisure of "slow
Manning and Buttfield-Addison, 2017; Papadakis, 2021). work, fine work," but by the limitation of iPhone ownership, the
income of developers at this time is much shabbier compared
with today (Bagaa et al., 2018). For example, in 2011, the highest-
From Keyboard to Touch Screen grossing handheld game in China was "World War II Storm," and
In 2008, with the birth of iOS and Android, Apple successfully its monthly flow was only $800,000 (Paseka and Schwab, 2020).
pioneered the touch screen cell phone, after the mobile game In 2010, Google announced its withdrawal from China
from the constraints of the physical keyboard, such as “Angry because of its refusal to censor content. Although Android as
Birds,” “Plants vs. Zombies,” “Fruit Ninja,” “Temple Run” and a an operating system was not affected much, but as we all know,
series of new hand quickly occupied the market share in 1 year Google Play, a connected service, was given the risk of instability
(Vaiopoulou et al., 2021). The introduction of Angry Birds made (Liu et al., 2020). The reason why smart phones are "smart" is
the public realize for the first time that the era of mobile games that they allow users to obtain applications through channels
may be coming (Kalogiannakis et al., 2022). and support users to freely configure applications in hardware
“Angry Birds", developed by Rovio and launched in 2009, terminals, when the official channels of Android are covered with
is another phenomenal product. Throughout the game, gamers a layer of haze, coupled with the unique openness of Android, the
only need to do one action, which is to press and hold the bird status of channel providers for distributing handicraft products
on the slingshot in the screen to drag and release (Villasana is increasingly important (Thien et al., 2020). This is the biggest
et al., 2020). Such a simple operation overturned the public’s enlightenment brought to practitioners by the mobile Internet in
inherent impression of how mobile games are presented, so Fruit the outbreak stage.
Ninja and Cut the Rope, launched a year later, both became star
products at the time for their sophisticated gameplay design and
simple sliding operation (Thomas et al., 2019). Few people may From 2G to 5G
know that the first release of the game Doodle Jump in 2009 was With the issuance of 4G LTE license by the Ministry of Industry
developed for touchscreen phones, and only a year later came a and Information Technology in 2013, domestic cell phone users
version that supported physical button phones. That’s because officially ushered in the 4G era (Karabiyik et al., 2020). In 2014,
around 2010, the popularity of large-screen touch phones with the real-time competitive MOBA hand game “Vainglory” was
smart systems made a radical change in the way mobile games launched, emphasizing the real-time nature of network online,
were operated (Thomas et al., 2019). while “Magic Spirit Summoning,” “Tower Legend” and other
The birth of the iPhone and the resulting trend in the use of nurturing RPG games, although the gameplay is focused on
touch screen created not only revolutionized the user’s experience the standalone part, the official will regularly update a large

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Li et al. Mobile Game on K12 Student

FIGURE 2 | Evolution of mobile generation from 1G to 5G.

amount of game content to keep the game fresh and the passion and the new Call of Duty Mobile in 2019 are their best choices
of gamers, so an efficient network becomes very important (Guo et al., 2019).
(Wang et al., 2015). From black and white screen feature phones to large screen
4G networks (Figure 2) use LTE technology on the prime touch smartphones, not only cell phones have changed over the
1,800 and 800 M spectrum bands, with a theoretical maximum past 10 years, but the way we work, live and play games has
mobile network speed of 100 Mbps and actual 10 M–30 Mbps. changed dramatically. As 5G technology gets closer to us, mobile
5G networks use Massive MIMO technology in the 3.5 GHz games will take on a more diverse look with new technology and
range, which can theoretically reach a wireless data rate of 1 new hardware, such as 5G cloud games will also bring richer game
Gbps, greatly increasing wireless data bandwidth and enabling products to more gamers, using 5G’s high speed and low latency
mobile games with less hourly delay and faster rate, giving gamers advantages, host and PC games will also become possible to load
a better and faster gaming experience (Zappone et al., 2016). in real time on the mobile side (Habiba and Hossain, 2018). This
Mobile games are a cross-regional, cross-cultural, cross-racial, will also bring a different game experience for handheld gamers.
and cross-religious entertainment. It allows gamers to realize the The 4G era has brought about the rise of handheld gaming,
ability to be entertained at home, on the subway, and outdoors which has now became an important part of the global gaming
with gamers around the world at any time. These demands reflect landscape, with countless numbers of handheld gamers, and the
the advantages of 4G LTE and later 4G LTE-A networks, which demand for mobile gaming performance continues to increase.
can provide bandwidth based on priority, allowing more traffic The advent of the 5G era will change the game experience for
to devices with higher download demands and transferring data gamers at this stage, which is limited by equipment and network
to multiple devices at the same time, thus making the mobile latency (Akbar et al., 2021). Although 5G is still in its infancy,
network a stronger experience. Whether it’s skin updates for it will definitely have a significant impact on the global gaming
MOBAs or massive updates for nurturing games, which can be market in the future (Oberst et al., 2017).
downloaded to gamers’ phones faster (Buzzi et al., 2012). As 5G technology matures, one of its main applications is to
In 2015, “Arena of Alor” was publicly tested together with provide a smooth cloud gaming experience. In addition, the low
“We MOBA” and other multiplayer online battle arena (MOBA) latency of 5G and the convenience of smartphones will make
games, and most handheld gamers were brought into the tide mobile devices a key platform for cloud gaming. Due to the
of MOBA games (Buzzi et al., 2016). These games are not only advancement in the network, major mobile manufacturers are
fast to get started, but also have compact gameplay and gorgeous now launching 5G gaming phones to cater to the market and
graphics effects, which not only require excellent performance of provide a better gaming experience to the gamers. Therefore
network environment where the handheld gamers are located, gaming phones have also become one of the selling points for cell
but also challenge the hardware performance of cell phones phone manufacturers.
(Zhang et al., 2017). The complex lighting and particle effects
in the game make the CPU and GPU in the SoC take a lot of
pressure; at this time, the modem in the phone can’t be idle PSYCHOSOCIAL EFFECT OF MOBILE
and needs to coordinate the network to cope with transferring
GAME ON K12 CHILDREN EDUCATION
the various data that occur in the game. Such comprehensive
needs have led more cell phone manufacturers to start launching PERFORMANCE
products that emphasize cell phone performance and networking
capabilities (Chiang et al., 2021). Public Awareness—Negative Content of
This trend has prompted more developers to bring a wider Mobile Game
variety of games with richer titles to the mobile platform. Almost Many elementary school students are addicted to mobile games
every year, several topical titles emerge, such as “Crackdown and cannot extricate themselves from games, some of them even
3” in 2016, “Monument Valley 2” in 2017, and “World in steal their parents’ money to recharge for playing games and
Pictures” and “Florence” in 2018, which expose more smartphone play truant. They only think about the mobile games all day and
users to the “video game” entertainment genre (Guo et al., all night, and think of all the ways to play games, so they are
2019). For most gamers, the connected competitive games like not interested in studying at all and their academic performance
2018’s Peaceful Elite handheld, Wild Ride 9: Racing Legends is in a mess. It seems obvious that the more time you spend

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Li et al. Mobile Game on K12 Student

playing games, the worse your academic performance, and there Rewards
are studies that have found a correlation between time spent The game does such a good job of this. It is clear on the game that
on video games and students’ academic performance (Padilla- for everything you achieve, you will be rewarded accordingly and
Walker et al., 2009). But is poor academic performance really the your efforts will be recognized. On the other hand, learning, has
fault of gaming? It is important to note that “correlation” does not a great deal of uncertainty. Working very hard and not getting
mean “causation”: for example, just because “sleeping in shoes” is good results happens to almost everyone (Bavelier et al., 2011).
associated with “getting up in the morning with a headache,” does This puts a lot of people off, so they choose not to try to work
that mean that “sleeping in shoes causes headaches” is causal? hard, so if they succeed they will be complacent and think they
In fact, why do you sleep with your shoes on? The most likely are clever, and if they fail it won’t matter, after all they haven’t put
reason is that one forgets to take off one’s shoes before lying down much effort into it.
in bed after drinking too much, and this is the factor that has a
real causal relationship with “getting up in the morning with a Uncertainty
headache” (Seo et al., 2019). A known reward will motivate people, but unknown factors will
A student who is repeatedly frustrated with his grades, expects really keep them going. A reward with appropriate uncertainty
appreciation and has high expectations of himself, has no outlet will be exciting, it will increase people’s dopamine production
for his pent-up emotions. But in mobile games he can not only and fascinate people (Gentile et al., 2004). We encounter
vent his stress but also receive a quick reward (Chafouleas et al., same situation when we read a novel. But when listening to
2021). The situation of students who are already not excelling a lesson, this is simply not possible. If we could figure out
in their academic performance will get worse because playing how humans learn and what motivates people to act from the
games will waste time in learning, thus creating a vicious circle development of games, then apply it beyond games, the value
(Laws and Millward, 2001), i.e., although playing games takes it could create is immeasurable, and it would be a ground-
away from our studies, playing games may only be one point breaking thing.
in the chain, and the reasons that lead us to play games are
actually more complex. The Psychosocial Impact of Mobile
Games
Why Are Games Addictive but Learning In fact, the psychosocial mechanisms behind playing games
Is Usually NOT? deserve more attention than academic performance. Often the
Compared with learning, mobile games have distinct advantages decline in academic performance is the most easily observed, but
that games tend to have some measure the progress of the relationship between playing video games and soft aspects
participants to some extent, meaning that their effort is visible such as feelings of loneliness, loss, self-esteem, social anxiety and
and obvious, whereas learning does not (Luder et al., 2020). There social skills is often overlooked. These commonly overlooked
is progress in learning, but it is a slow process and people are not factors largely contribute to negative events that influence our
sensitive to small changes (Chen, 2017). The simplest example perceptions of mobile games (Han et al., 2009).
should be hair, i.e., hair grows every day, but it is generally According to Maslow’s Hierarchy of Needs theory (Figure 3),
unconscious. If you get a haircut once a year, and within a year human needs are divided into five categories from low to high:
your hair changes from short to long, people around you will physiological needs, security needs, social needs, respect needs, and
not think you have changed, but 1 day you get a haircut and self-actualization needs. When the lower level needs are satisfied,
it becomes as short again as it was a year ago, people will be the next level needs will become the primary motivation (Boyer,
surprised and say what a big change you have made. But take 2015; Li et al., 2021). So when we have satisfied the two basic
that big change and put it over a long period of time and it won’t needs of physiological needs and security needs, the pursuit of
feel like much. It’s the same with studying, but many people fist spirituality will rise to become the main conflict. So people who
pump and swear, then study for a while, feel they haven’t made
much progress, and give up. This is the objective basis for the
old cliché on Know Your Enemy that “hard work doesn’t always
lead to progress” (Chen and Gregory, 2009). The game makes this
process visible, turning a large amount into many tiny amounts,
and it is important to feel that you are improving.

Long-Term and Short-Term Goals


The tasks set in the game are mostly achievable goals, not too easy
and not too hard. There is a lot of data analysis behind this degree
of accuracy (Wang et al., 2020). Increasing participation in games
is linked to their benefits and results. Not so with learning. The
average person does not have this analysis; you put a 500-page
book in front of them and they will not even read it because they
think it is so thick that they will not be able to finish it in their
lifetime (Hsieh, 2021). However, these are perfectly achievable if FIGURE 3 | Maslow’s Hierarchy of Needs theory.
they are divided into smaller goals after scientific analysis.

Frontiers in Education | www.frontiersin.org 5 April 2022 | Volume 7 | Article 843090


Li et al. Mobile Game on K12 Student

are not able to socialize properly have no way of satisfying their and that such games have a subtle effect on gamers: they lack
social needs and other higher needs, so for such people there is empathy and are prone to destructive behavior in real life. In fact,
a greater need for a space to socialize and achieve things that for gamers, the violent stimuli provided by virtual worlds such as
are not possible in real life. (Kowert et al., 2015) have found that combat are not only a stress relief, but also a training exercise that
people who have low self-esteem in real life, are lonely, lack social allows them to become accustomed to such aggressive emotions
skills, and are less successful in real life tend to spend more time and destructive behavior in games, which they gradually carry
in video games (Winter et al., 2016). In turn, playing video games over into real life (Huizenga et al., 2009).
further exacerbates gamers’ feelings of loneliness and increased In a study conducted in 2011, Anderson and Bushman
dissatisfaction with life (Kowert et al., 2015). surveyed over 4,000 gamers and found that violent games
A successful mobile game is inevitably appealing because of increased aggressive emotions and decreased pro-social
the high sense of achievement that teenagers can feel in the behaviour. Both children and adults, men and women were
game again. Imagine that people who are not respected in real deeply affected by this (Foerster et al., 2019). This is not to say
life can be admired for their virtual achievements in the game, that violent play necessarily leads to violent behavior. However,
either through kryptonite (spending money to increase combat when we are constantly trained to think about our enemies
power) or through their skill in playing the game. Even if you in games and reinforced to react quickly and aggressively to
don’t make it to the top of the leader boards, you can still find each other’s actions, we constantly rehearse this script in our
a presence in a variety of ways. Moreover, in online games, minds and feel threatened all the time, which translates into
without the constraints of real identities and conditions, gamers real-life situations where we are also hostile to those around us
can communicate more flexibly and with less embarrassment of and develop “hostile attribution bias” (Venetz et al., 2014). For
being rejected due to real conditions, communication between example, if Ming knocks over my cup, I will think that Ming
people is easier and gamers can easily build closer relationships thinks I am a bad person, that he is doing it on purpose, and that
through various tasks (Caplan et al., 2009). I have to beat him up to show him so that he would not do it
These people who are dissatisfied with their real lives can again. But in reality, the aisle was too narrow and Ming was too
find a sense of presence in the game in a variety of ways fat and accidentally knocked it over. This attribution error is the
to escape their real-life dissatisfaction (Figure 4). However, “hostile attribution bias.”
after being satisfied in the virtual world, when they return It must be clear here that it is not the video game that causes
to their real life, the gap will be even greater, and this will the gamer’s antisocial behavior, but the violent content of the
deepen their dissatisfaction with their real life. In addition, video game. It is pointless and even counterproductive to make
it is important to note that excessive play can also cause a blanket statement. We should advocate for the regulation of
distraction, attention-deficit hyperactivity disorder (ADHD) and the video game market and the development of sensible game
psychological disorders such as depression, bipolar disorder and content, rather than a blanket ban on all video games.
anxiety in children (Chan and Cheng, 2004; Bulduklu, 2017).

Anti-social Behavior Caused by Mobile FURTHER ACTIONS MAY TAKE FOR


Games CORRECT GUIDANCE
The content of many mobile games is full of fighting and
killing, gunfire, wild and weird characters, mechanical and rough The Core Educational Value of Mobile
movements, absurd plot and fast rhythm, which have a serious Games
negative impact on students’ moral and psychological health. Most scholars are studying how to make learning more
Those students who are addicted to games are often not calm interesting, so that students can learn by doing as what the
enough, restless, impulsive, indifferent to others, and more mobile game does. This is the dream of our educational
violent, bringing certain destabilizing factors to the campus, researchers, and Dewey’s emphasis on “learning by doing” does
family and society. They are in reality, but their minds are not seem to be working particularly well. In contrast, in a
in the online world, and they are prone to schizophrenia virtual environment we can learn by doing, which is similar
symptoms, and few children who are addicted to mobile games to the real thing, improving students’ problem-solving skills,
are psychologically healthy. Nowadays, anti-social behavior also creativity and other higher-order skills, and helping to develop
brings much attention to mobile game study. Although video emotional and attitudinal values (Villasana et al., 2020). This is
games have been designed and developed to entertain (or why educational scholars are proposing to implement gamified
educate), it has to be admitted that many of them contain learning, using educational games to achieve gamified learning.
violent content. According to data from Children Now 2001, a Gamified learning in a narrow sense generally refers to pure video
non-profit organization concerned with children’s learning and games, while gamified learning in a broad sense includes game
development, as early as 15 years ago, 89% of all games contained mechanics, game element design concepts, etc.
violent content, and nearly half of them contained severe violence The core educational values of games are mainly acting on
(Bulduklu, 2017). the aspects of psychology, socialization, and culture. With its
Researchers have found that excessive immersion in games effect on play motivation, playful thinking, and playfulness
with antisocial content (violence) can easily lead to addiction (Figure 5), a good mobile game does need multiple aspects

Frontiers in Education | www.frontiersin.org 6 April 2022 | Volume 7 | Article 843090


Li et al. Mobile Game on K12 Student

FIGURE 4 | Addiction progress of mobile games and its different stages.

of knowledge, ability, emotions, attitudes and values (Schwab, K12 age group and should generally be in the form of simple
2018). Play motivation is the most fundamental and operational games, with the degree of gamification decreasing with the age
value, emphasizing the use of play to motivate learning. Playful of the user increasing; there will be some adults over 18 who
thinking suggests going beyond playful forms and emphasizes the prefer educational products in the form of large-scale games
design of non-playful learning activities as “games.” Playfulness such as online games, but this may be a niche market (Abeele
is the most meaningful value emphasizing that learners approach et al., 2017). A light game should be a balance between learning
the process and outcomes of learning with the same spirit and and gameplay, it is like a layer of ketchup in the middle of a
attitude as play. The core link between the three aspects is deep hamburger, it can be a little less, but too much is definitely not.
intrinsic motivation (Škařupová et al., 2016). Getting people to If the game is too complex, it will take away from the main
do something because they are challenged and to be curious, focus, the child will appear to be learning but spend more time
rather than being pushed to do something every day by external playing, and the level of emotional arousal will be too high, which
rewards and pressures. is not the desired learning effect. Don’t design a product to be
“revolutionary” right out of the box, ground it and then change it
Gamification of Education/Educational incrementally, although this is the opposite of what Google’s Page
Mobile Games says (Huijsmans, 2019).
In the design of educational gamification, it is important to This is because schooling is absolutely dominant in the
focus on an important issues: distinguishing the age group of educational lives of primary and secondary school children,
the user. Gamification of education is more suitable for the and most of the people who deliver schooling—the teachers—
have extremely difficult to change work habits and lack the
motivation to change. There are many reasons for this, which
will not be expanded. Therefore the initial product should ideally
be close to the actual working habits of teachers, close to the
teaching content of the school, find a real solution to certain high
frequency needs of teachers in their daily work and cut in, so
that they can first get started, develop trust and dependence, and
then expand step by step, it will be more feasible. Educational
products are not super viable just because they are gamified, and
you can’t expect them to get a lot of users and get the desired
conversion rate just because they are "happy learning" (Schneider
et al., 2020). It is always believed that educational products
for primary and secondary schools should be a combination of
online and offline. In addition to the online part of the product,
it also needs to include an offline package for teachers and
parents, including training, guidance, evaluation, consultation
and follow-up, and so on. For example, how teachers use the
product in the classroom, how they use it after school, or what
they do to provide daily feedback to parents, are all parts of the
product and need to be developed into an actionable solution, not
optional. Otherwise, even the best design will be short-lived and
will end up like a normal game after its life cycle. So, as well as
FIGURE 5 | Core educational value of mobile games.
the product team, the operations team is equally important (Cha
and Seo, 2018). While designing the gamification, don’t forget to

Frontiers in Education | www.frontiersin.org 7 April 2022 | Volume 7 | Article 843090


Li et al. Mobile Game on K12 Student

build and polish the educational content itself, which is the main Games open the door to the transfer of learning experiences,
part of the “hamburger.” Entrepreneurs are often in a hurry to get but K12 students must go through this door themselves. For that
their products to market quickly and can easily over-gamify them. matter, the role of teaching behavior in the use of mobile games
But the lifeblood of an educational product is still the quality of is clearly underestimated. Learners need constructive support to
education, and when the learning effect is not reflected, it will face draw outcomes relevant to their own learning from a rewarding
the dilemma of further development. play space. There may not be a fundamental difference in the
traditional sense of learning, but there is a difference in the logical
growth and understanding of games (Rahim et al., 2020). Besides,
the illusory nature of the mobile gaming experience makes the
FUTURE TRENDS AND LIMITATIONS IN transfer of results very difficult. In response, external forces are
EDUCATIONAL MOBILE GAMES needed to drive attention toward the potential and the knowledge
learned. Teachers can and should use this meta-perspective to
Future trends, from a technological perspective, combine promote the pedagogical potential of play. The content of the
gamified learning with mobile learning; with VR/AR; with learning outcomes, the enhancement of skills and knowledge,
intelligent bodies; with brain science; with artificial intelligence should be explored together with the K12 students. A bridge
and big data (Quelly et al., 2016; Black et al., 2018). If the research between the virtual and real worlds is built when all these gamers
is to solve students’ learning problems through mobile games, it take note of the content and learning outcomes in question. The
is necessary to combine various research results and educational questions that need to be answered on the teaching side are which
results from game design. Experimental research in this area has real-world environments can apply what is learned in the game
been conducted and found it to be quite effective. Through this and which aspects of the game are worth learning from. And
experiment, it is found that the difficulty in developing this type gamers, the K12 students, should be motivated to notice this
of game is decided by how it can really enhance their learning connection and to test what they have learned in their everyday
effectiveness (Calpbinici and Tas Arslan, 2019). lives (Kyriakou and Glentis, 2021).
Still, games are games, and still there are four major limitation
for the current development of educational mobile games.:
• The first major limitation is portability, that is, how what
is learned in a mobile game transfers to the real world, which CONCLUSION
exposes the Achilles heel of mobile games. The challenges in video
This paper summarizes the technological development of mobile
games are often fictional and have no connection to everyday
games from the aspects of hardware and software. A neutral
life, but are rather a fantasy. The knowledge and skills that K12
perspective is given to analyze the psychological and social
students acquire in games such as battling dragons, racing jousts,
problems that mobile games have brought to K12 students. At
and Tetris are not meaningful to everyday life and therefore not
the end of the paper, the insights of the future development
directly transferable.
of educational games and current limitations of mobile games
• The second major limitation is simplicity. Mobile games
are also addressed. The major task for the development is to
simplify complex systems to their core and are procedural
reflect on the content of the mobile game, which is not directly
representations of the real world. The world we live in is much
accessible. It is difficult to examine what is learned with a critical
more complex and often defies the simple logic of the game.
eye during play and must therefore be stimulated externally.
This results in learners often losing touch with the systems
The act of teaching and learning enables knowledge and skills
modeled in the game.
transfer if the teacher has the ability to build bridges between
• The third major limitation is that games lack real-life
the virtual and real worlds. Radically speaking, it is only through
environments. Mobile games are not designed to have an effect
pedagogical support that the barriers to knowledge transfer in
on the gamer after the game is over. The K12 students are too
gamified learning can be overcome and the potential for learning
different from the world they live in, and the real world is too
unlocked. This new pedagogical role requires the teacher’s own
complex. Even those games that have a realistic purpose, so-
interest, as well as active access to the space of gamified learning.
called serious games or educational games, mostly fail in their
This area deserves to be explored and experimented with and will
transfer from the game to the real world. This is good news
present teachers with new pedagogical challenges.
for those who fear that violent games make people violent, and
bad news for those who think that smart games automatically
make people smart.
• The fourth major limitation relates to the above question AUTHOR CONTRIBUTIONS
about the environment. K12 students are usually unable to
spontaneously establish a relationship between what they learn YL designed the guideline of the articles. JL contributed to the
in mobile games and real life. They can grasp a great deal of drafting of material for individual section. ZX and YH compiled
information in mobile games and remember it over time, but the writing and conducted the analysis. YH and PX aligned the
are unable to recall the simplest historical data in the classroom. manuscript. YL and JL reviewed and provided corrections on the
The link between learning achievements in games and in the real original draft. All authors contributed to the article and approved
world is often overlooked by many K12 students and teachers. the submitted version.

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Li et al. Mobile Game on K12 Student

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